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[VX]Fadli's Styled Menu VX

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[VX]Fadli's Styled Menu VX

Post by cacadosman on Sat Jun 23, 2012 10:35 am

<Fadli's Styled Menu VX>
Versi: <1.4>
Tipe: <Menu System>


Pengenalan

<Ini adalah script buatan saya kedua karena bosan melihat menu system yg basic, pengen comot dari orang laen rasanya kuang pas Very Happy, makanya saya mencoba membuat script menu system ini dan lumayan menambah kreativitas Very Happy>


Fitur


  • <Ya menu system lah>
  • <Disertai spriteset dalam menu>
  • <Disertai Map name, Play time, Step>



Screenshots





Demo

Spoiler:
Males ngeupload Ngacay 1



Scripts

Nih scriptnya :

Code:

=begin
===============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Name        : Fadli's Styled Menu VX
Author      : Fadli Maulana
Relase Date  : 02/03/2012
Version      : 1.4
Engine      : RPG Maker VX <RMVX>
Type        : Menu System
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===============================================================================
*******************************************************************************
SPECIAL TANKS TO :
 * RMID Users
 
RMID Nickname :
 * cacad
*******************************************************************************
===============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


###############################################################################
PERBEDAAN VERSI
*Versi 1.0 memakai background bergambar
*Versi 1.0.A memakai create_menu_background
*Versi 1.1 memakai info map, step, dan playtime dan perbaikan bug
*Versi 1.2 hanya perbaikan bug :D
*Versi 1.3 hanya perbaikan bug di map name
*Versi 1.4 perbaikan bug di map name dan perbaikan window
###############################################################################


=end


#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus2 < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(0, 218, 545, 198)
    @column_max = 4
    self.index = -1
    refresh
    self.active = false
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, actor.index * 130 + WLH / 2, 70 + 2, 92)
      x = actor.index * 130 + WLH / 2
      y = 0
      draw_actor_name(actor, x, y)
      #draw_actor_graphic(actor, x + 15, y + 82)
      #draw_actor_class(actor, x + 120, y)
      draw_actor_class(actor, actor.index * 130 + 12, y + 45)
      draw_actor_level(actor, x, y + WLH * 1)
      draw_actor_state(actor, x + 65, y + 22)
      draw_actor_hp(actor, x - 11, 40 + WLH * 1)
      draw_actor_mp(actor, x - 11, 40 + WLH * 2)
    end
  end
  #--------------------------------------------------------------------------
  # * Update cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0              # No cursor
      self.cursor_rect.empty     
    elsif @index < @item_max    # Normal @index * 96
      self.cursor_rect.set(@index * 130, 0, 120, 167)
    elsif @index >= 100        # Self (@index - 100) * 96
      self.cursor_rect.set((@index - 100) * 130, 0, 120, 167)
    else                        # All
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
end


#==============================================================================
# ** Window_Info
#------------------------------------------------------------------------------
#  Untuk menampilkan info
#==============================================================================

class Window_Info < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 545, WLH + 64)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    #MAP NAME
    @map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name
    self.contents.draw_text(30, 0, width - 384, WLH, @map_name, 0)
    draw_icon(153, 0, 0) # Map icon
    #GOLD
    draw_currency_value($game_party.gold, 4, 0, 500)
    draw_icon(205, 340, 0) # Gold icon
    #STEP
    self.contents.draw_text(10, 32, width - 384, WLH, $game_party.steps, 2)
    draw_icon(48, 0, 32) #Step icon   
  end
#=============================================================================
  # * Check if Playtime is different from last check
  #=============================================================================
  def update
    if @text != (Graphics.frame_count / Graphics.frame_rate)
      draw_time
    end
    super
  end # update
 #-----------------------------------------------------------------------------
 #
 #-----------------------------------------------------------------------------
 def draw_time
 #Play time
    self.contents.clear_rect(Rect.new(340, 32, (260 - 32), 24))
    draw_icon(188, 340, 32)
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    @hour = @total_sec / 60 / 60
    @min = @total_sec / 60 % 60
    @sec = @total_sec % 60
    @text = sprintf("%02d:%02d:%02d", @hour, @min, @sec)
    self.contents.draw_text(349, 32, width - 384, WLH, @text, 2)
  end
  end
#----------------------------------------------------------------------------
# *Buat Nampilin karakter di menu
#----------------------------------------------------------------------------
class Window_Chibi < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(0, 0, 544, 416)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.opacity = 0
    self.back_opacity = 0
    self.contents_opacity = 250
    @item_max = $game_party.members.size
    for actor in $game_party.members
    draw_actor_graphic(actor, actor.index * 132 + 57, 193 + 2)
    end
  end
  end

class Window_Comman < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :commands                # command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    width      : window width
  #    commands  : command string array
  #    column_max : digit count (if 2 or more, horizontal selection)
  #    row_max    : row count (0: match command count)
  #    spacing    : blank space when items are arrange horizontally
  #--------------------------------------------------------------------------
  def initialize(width, commands, column_max = 5, row_max = 0, spacing = 5)
    if row_max == 0
      row_max = (commands.size + column_max - 5) / column_max
    end
    super(0, 0, 544, row_max * WLH + 32, spacing)
    @commands = commands
    @item_max = commands.size
    @column_max = column_max
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #    index  : item number
  #    enabled : enabled flag. When false, draw semi-transparently.
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(rect, @commands[index])
  end
end


#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @info_window = Window_Info.new(0, 55)
    @status_window = Window_MenuStatus2.new(160, 0)
    @chibi_indicator = Window_Chibi.new(0, 0)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @info_window.dispose
    @status_window.dispose
    @chibi_indicator.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @info_window.update
    @status_window.update
    @chibi_indicator.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::game_end
    @command_window = Window_Comman.new(160, [s1, s2, s3, s4, s5])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)    # Disable item
      @command_window.draw_item(1, false)    # Disable skill
      @command_window.draw_item(2, false)    # Disable equipment
      @command_window.draw_item(3, false)    # Disable status
    end
    if $game_system.save_disabled            # If save is forbidden
      print "You don't have saved data"
      @command_window.draw_item(4, false)    # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4
        $scene = Scene_End.new
    end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end




Credits


  • <Cacad (Fadli)>

cacadosman
Member

Jumlah posting : 4
Join date : 23.06.12
Age : 20

Lihat profil user

Kembali Ke Atas Go down

Re: [VX]Fadli's Styled Menu VX

Post by cacadosman on Sat Jun 23, 2012 10:38 am

VERSION 1.5

Di versi 1.5 menu dapat diberi background dengan gambar sesuai selera

Untuk memberi gambar Buat gambar lalu simpan di Graphics/System dengan nama MenuBack
INGAT !!!!!! Nama backgroundnya MenuBack

Nih Versi 1.5 nya :

Code:

=begin
===============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Name        : Fadli's Styled Menu VX
Author      : Fadli Maulana
Relase Date  : 02/03/2012
Version      : 1.5
Engine      : RPG Maker VX <RMVX>
Type        : Menu System
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===============================================================================
*******************************************************************************
SPECIAL TANKS TO :
 * RMID Users
 
RMID Nickname :
 * cacad
*******************************************************************************
===============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


###############################################################################
PERBEDAAN VERSI
*Versi 1.0 memakai background bergambar
*Versi 1.0.A memakai create_menu_background
*Versi 1.1 memakai info map, step, dan playtime dan perbaikan bug
*Versi 1.2 hanya perbaikan bug :D
*Versi 1.3 hanya perbaikan bug di map name
*Versi 1.4 perbaikan bug di map name dan perbaikan window
*Versi 1.5 Dapat memakai background sesuai selera
###############################################################################

###############################################################################
~ Untuk background simpan di Graphics/System simpan dengan nama MenuBack
###############################################################################

=end


#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
#  This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus2 < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(0, 218, 545, 198)
    @column_max = 4
    self.index = -1
    refresh
    self.active = false
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, actor.index * 130 + WLH / 2, 70 + 2, 92)
      x = actor.index * 130 + WLH / 2
      y = 0
      draw_actor_name(actor, x, y)
      #draw_actor_graphic(actor, x + 15, y + 82)
      #draw_actor_class(actor, x + 120, y)
      draw_actor_class(actor, actor.index * 130 + 12, y + 45)
      draw_actor_level(actor, x, y + WLH * 1)
      draw_actor_state(actor, x + 65, y + 22)
      draw_actor_hp(actor, x - 11, 40 + WLH * 1)
      draw_actor_mp(actor, x - 11, 40 + WLH * 2)
      self.back_opacity = 100
    end
  end
  #--------------------------------------------------------------------------
  # * Update cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0              # No cursor
      self.cursor_rect.empty     
    elsif @index < @item_max    # Normal @index * 96
      self.cursor_rect.set(@index * 130, 0, 120, 167)
    elsif @index >= 100        # Self (@index - 100) * 96
      self.cursor_rect.set((@index - 100) * 130, 0, 120, 167)
    else                        # All
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
end


#==============================================================================
# ** Window_Info
#------------------------------------------------------------------------------
#  Untuk menampilkan info
#==============================================================================

class Window_Info < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 545, WLH + 64)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    #MAP NAME
    @map_name = load_data("Data/MapInfos.rvdata")[$game_map.map_id].name
    self.contents.draw_text(30, 0, width - 384, WLH, @map_name, 0)
    draw_icon(153, 0, 0) # Map icon
    #GOLD
    draw_currency_value($game_party.gold, 4, 0, 500)
    draw_icon(205, 340, 0) # Gold icon
    #STEP
    self.contents.draw_text(10, 32, width - 384, WLH, $game_party.steps, 2)
    draw_icon(48, 0, 32) #Step icon   
    self.back_opacity = 100
  end
#=============================================================================
  # * Check if Playtime is different from last check
  #=============================================================================
  def update
    if @text != (Graphics.frame_count / Graphics.frame_rate)
      draw_time
    end
    super
  end # update
 #-----------------------------------------------------------------------------
 #
 #-----------------------------------------------------------------------------
 def draw_time
 #Play time
    self.contents.clear_rect(Rect.new(340, 32, (260 - 32), 24))
    draw_icon(188, 340, 32)
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    @hour = @total_sec / 60 / 60
    @min = @total_sec / 60 % 60
    @sec = @total_sec % 60
    @text = sprintf("%02d:%02d:%02d", @hour, @min, @sec)
    self.contents.draw_text(349, 32, width - 384, WLH, @text, 2)
  end
  end
#----------------------------------------------------------------------------
# *Buat Nampilin karakter di menu
#----------------------------------------------------------------------------
class Window_Chibi < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(0, 0, 544, 416)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.opacity = 0
    self.back_opacity = 0
    self.contents_opacity = 250
    @item_max = $game_party.members.size
    for actor in $game_party.members
    draw_actor_graphic(actor, actor.index * 132 + 57, 193 + 2)
    end
  end
  end

class Window_Comman < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader  :commands                # command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    width      : window width
  #    commands  : command string array
  #    column_max : digit count (if 2 or more, horizontal selection)
  #    row_max    : row count (0: match command count)
  #    spacing    : blank space when items are arrange horizontally
  #--------------------------------------------------------------------------
  def initialize(width, commands, column_max = 5, row_max = 0, spacing = 5)
    if row_max == 0
      row_max = (commands.size + column_max - 5) / column_max
    end
    super(0, 0, 544, row_max * WLH + 32, spacing)
    @commands = commands
    @item_max = commands.size
    @column_max = column_max
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i)
      self.back_opacity = 100
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #    index  : item number
  #    enabled : enabled flag. When false, draw semi-transparently.
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(rect, @commands[index])
  end
end


#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
#  This class performs the menu screen processing.
#==============================================================================

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @info_window = Window_Info.new(0, 55)
    @status_window = Window_MenuStatus2.new(160, 0)
    @chibi_indicator = Window_Chibi.new(0, 0)
    create_menu_graphic
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @info_window.dispose
    @status_window.dispose
    @chibi_indicator.dispose
    snapshot_for_background
    dispose_menu_graphic
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @info_window.update
    @status_window.update
    @chibi_indicator.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Menu Graphic
  #--------------------------------------------------------------------------
  def create_menu_graphic
    @sprite = Sprite.new
    @sprite.bitmap = Cache.system("MenuBack")
  end
  #--------------------------------------------------------------------------
  # * Dispose of Menu Graphic
  #--------------------------------------------------------------------------
  def dispose_menu_graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::game_end
    @command_window = Window_Comman.new(160, [s1, s2, s3, s4, s5])
    @command_window.index = @menu_index
    if $game_party.members.size == 0          # If number of party members is 0
      @command_window.draw_item(0, false)    # Disable item
      @command_window.draw_item(1, false)    # Disable skill
      @command_window.draw_item(2, false)    # Disable equipment
      @command_window.draw_item(3, false)    # Disable status
    end
    if $game_system.save_disabled            # If save is forbidden
      print "You don't have saved data"
      @command_window.draw_item(4, false)    # Disable save
    end
  end
  #--------------------------------------------------------------------------
  # * Update Command Selection
  #--------------------------------------------------------------------------
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 4
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 4
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4
        $scene = Scene_End.new
    end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1  # skill
        $scene = Scene_Skill.new(@status_window.index)
      when 2  # equipment
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        $scene = Scene_Status.new(@status_window.index)
      end
    end
  end
end

MAU DEMONYA ???
GK USAH !!!!
GAMPANG KOK

MAU SS NYA ???
GK USAH !!!
PASTI NGERTI KOK Very Happy

cacadosman
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Re: [VX]Fadli's Styled Menu VX

Post by Xelan on Sat Jun 23, 2012 11:13 am

meskipun akhirannya VX..
coba kasih tag [VX] om.. supaya rapi Smile

thanks..
btw, nice CMS..
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Re: [VX]Fadli's Styled Menu VX

Post by cacadosman on Mon Jun 25, 2012 7:33 pm

Thanks om Arie Very Happy
boleh tuker2x banner gk ???
klo boleh nanti saya kasih banner saya
dan kasih banner anda ditempat saya, nanti saya pasang Smile

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Re: [VX]Fadli's Styled Menu VX

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